Tagged Questions

DirectX 10 is the 10th version of Microsoft's DirectX API, which is used to develop and handle tasks related to Multimedia, such as game programming, 3D visualizations and video on Microsoft platforms.

When I output a vertex from a vertex shader, it seems to have a world-space-ish mapping. Vertices about 1 unit away have about 1 unit as their Z value.
When we input into the pixel shader, the depth ...

I have a DX10 game that is fillrate bound. One of the things I've been realizing may be contributing to this is that I compute depth in the pixel shader (the game uses a logarithmic depth buffer to ...

I'm trying to learn DirectX programming.
Looking at different tutorials there is something about vertices that I find a bit confusing.
I know that DirectX uses vertices with four elements (x, y, z, ...

I'm implementing a D3D10 version of my renderer (not porting to avoid losing Windows XP support). I didn't go straight to D3D11 because MSDN and other sources recommend upgrading to 10 and then to 11.
...

When i draw a cube using indices, the faces of the cube are skewed but only when CullMode is set to cull back. When i switch it to cull none, it draws the cube perfect. Unfortunately i cant post any ...

I'm trying to render bitmap fonts in directX10 at the moment, and I want to do this as efficiently as possible. I'm having a hard time getting a start on my design because of this question though.
So ...

I was wondering if anyone could elaborate any further on something that's been bugging me.
In DirectX9 the main supported back buffer formats were
D3DFMT_X8R8B8G8 and D3DFMT_A8R8G8B8 (Both being BGRA ...

I posted this in the original stack overflow then realized that a game-dev specific one exists.
I am working on personal project that requires me to have 4 points surrounding an object (1 at each of ...

I'm writing an application which renders graphics on the screen. The application can switch between Direct3D9 and Direct3D10 graphics modules (I wrote DLLs that wrap both D3D9 and D3D10). When trying ...

I am creating a C#/SharpDx/DirectX10 application to plot line charts in a fast way.
I have a prototype which uses Dynamic Vertex Buffers and fills a fixed-size buffer, say 1M vertices, with new data ...

I am trying to write a Pixelshader for a curve effect in Direct2d.
A curve effect maps each color channel value to a different value by using a look up table.
For this effect I would need to pass 3 ...

I'm making a game in Direct3D10. For several of my rendering passes, I need to change the behavior of the pass depending on what is already rendered on the back buffer. (For example, I'd like to do ...

First: I am using C# and C++ on windows 7.
I have created a basic rendering engine in c++ with directx 10. It works good as a stand alone application. But, when I sending the Form.Handle of a WinForm ...

I am creating a 3d flying game and using DXUTCamera for my view.
I can get the camera to take on the characters position, But I would like to view my character in the 3rd person.
Here is my code for ...

I have some screenshot code (pasted below) which was working fine until I enabled MSAA. The first time I tried to use this code, it complained that the texture I'm creating needed to match the sample ...

What advantages does DirectX 11 have over DirectX 10? Most of the new features seemed to be for directcompute from what I can tell, and how much more are you limiting your market by if you use DX11 ...

I've been working on my component-entity engine for about 3 months now, and have managed to get nearly every constituent system working with little effort or compromise. My system has the following ...

I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. ...

I'm writing a CAD system. I have a 3D scene and there are many different objects (walls, doors, windows and so on). The user can add or delete objects.
The question is: How do I keep track of all the ...

This physics does not have to be very complex at all.
There are a number of rectangles and one ball, all of which have the appropriate bounding volumes constrained to them, it would be great if the ...

rather than just moving a sphere across a plane, I want to make it roll like a ball. What is the simplest way of doing this? I assume it will have something to do with the circumference of the ball ...

(Unfortunately couldn't find the answer myself)
Does a neat way to cache the geometry shader results in Direct3D10 or OpenGL exist? (preferably Direct3D10).
I'm building my geometry based on texture ...

I want to include the drawing of other vectors of vertices in the following code, in a number of places it seems easy enough to simply add or multiply size()s of the two vectors, for instance in the ...